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    • Pikmin 4 (Switch) A game that really tries to cater for both new and existing Pikmin players.  It doesn’t reinvent itself, but Pikmin 4 provides more gameplay, more Pikmin, more pilots, more ‘treasures’, more enemy types, and more luscious garden landscapes! I’m unashamedly a big fan of the core Pikmin games (sorry “Hey! Pikmin” and “Pikmin Bloom”), and everything seemed instantly familiar, almost too much so.  Being able to customise your pilot is a neat touch, and then you’re thrown straight into the usual Pikmin routine. Of the new aspects, Oatchi is a welcome addition, albeit quite powerful at times.  It’s a pup who acts a companion to your character.  I assumed Oatchi would simply be a replacement for a 2nd pilot ala Pikmin 3, but your pilot and Pikmin can leap on his back, it making traversing the ground so much quicker and easier.  It can be made into a 2nd pilot, vital for some of the later gameplay, but it’s also powerful in battle and is equivalent to multiple Pikmin when used to carry objects. The above ground levels felt quite relaxed, with explorative environmental puzzles.  The enemies here never really felt too threatening and despite the fairly low difficulty of them, I still enjoyed the thrill of opening and exploring new areas. The underground levels were more challenging, restricting the amount of Pikmin and forcing you to battle and find treasures down a varying amount of floors. Many of the new enemy types are located here, with a lot of the ‘boss-style’ ones only appearing as one-offs.  Despite the larger volume there were only a few stand out ones for me (my favourites were variations on the ‘Beady Long-Legs’ enemy).  I did find that much of the time their threat was somewhat lessened by saving up nectar from previous floors and using it to power up my Pikmin before swarming the boss, who often wouldn’t last long being pummelled by the abundance of powered-up plant creatures.  This does lead me to my main gripe - the amount of nectar it’s possible to accumulate to power up the Pikmin.  I was able to collect a lot, and it did mean that I could use a similar strategy on many of the enemies throughout, as opposed to tactically defeating them. There were also timed challenges, split between ones with a set goal (e.g., defeat all enemies) or trying to score higher than another character. Getting platinum on the timed challenges was probably the greatest challenge, as you really do have to strategize and prioritise what to do when given goals and only a tight time limit to do so.  I enjoyed working out the quickest routes and tactics, even if sometimes things felt a little hectic.   New to the series were short night levels.  These see you trying to keep your base intact while creatures march towards it.  It didn’t feel necessary, but I quite liked it for the variety it provided to the usual gameplay and just breaking things up a little.  That they were each fairly short was also good. As I can’t get the spoiler tags to work, I won’t say what unlockables there were, apart from I enjoyed them. I think it’ll prove to be a great introduction to those new to the series.  It provided everything I expected, and I did really enjoy it.  It provided small QoL improvements too, such as being able to rewind time, a great addition.  For a game I spent over 30 hours playing it seems strange to say I wish it was longer, but I do.  The challenges and trying to earn medals extended the length of the game.  Unlike previous games in the series, I’ve no inclination to go back to this, but I do look forward to the future Pikmin 5, and hopefully Nintendo see the sales figures as making it worthwhile to make.   Here’s my 70-second video review.
    • I made it to my second game: P.N. 03     The gameplay is decently enjoyable (once you get used to it), but it's very lacking. The whole dancing part of it turned out to have pretty much no relevance to the game and only exists so the main character wiggles her butt. It's just not part of the gameplay or style of the game at all, not even the music is particularly strong, instead oddly muted. You can't move while shooting, but dodging works well but there aren't that many enemies and you can figure the patterns out quite easily (again, they aren't linked to the music - there's just no rhythm to the game). The roll move is completely useless because the developers made sure she crouches with her butt in the air before she can roll.  The game actually feels a lot like an on-rails shooter (even though you can move freely), in terms of having to mash A to fire (you can unlock automatic fire), the combo system and it's a fun shooter in this style. Unfortunately, it's lacking in the spectacle that shmups have, with most of the game taking place in a load of lifeless grey rooms (which are often repeated) or a brown wasteland.  It's a bit disappointing, really. It needed to delve into the whole dancing thing more in terms of style, movement, music and enemies. 
    • Paritybit are the developers of Calciobit/Nintendo Pocket Football Club BTW.  Amazingly enough, they’re still going! With their latest game being Derby Stallion Switch, released in 2020.  Come to think of it, their next game should be due this year… wonder if they’ll be jumping in on Switch 2’s launch window…
    • Been testing the Portal this morning and seems to work perfectly on the local network, not really noticing any lag. I'll test it over 4g/5g next time I go somewhere with a better signal than around here. I've reserved my PS5s IP address and opened up all the recommended ports so everything should be good to go.
    • Derby Stallion 64   JP release: 10th August 2001 EU release: N/A NA release: N/A Developer: ParityBit Publisher: Media Factory N64 Magazine Score: N/A The second horse racing game for the N64. This one has a lot more focus on betting than G1 Stable, so I could at least see some races, which include text-based Japanese commentary. As you start earning more money, you can get involved more into the business management side of things, as you buy, trade, and breed horses to give you an advantage in races. This was another late N64 game which was initially developed for the 64DD. This was originally going to use the Game Boy link cable (which was part of the 64DD project, but never for released) to allow players to hide their bets from others in multiplayer. ? Remake or remaster? The series is still ongoing and evolving, with the latest game on Switch. Although still only in Japanese. Official Ways to get the game There is no official way to play Derby Stallion 64
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